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Messing with the Camera View


Airikita
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To start this topic off...

 

Video:

 

Viewing the RAM Map info from Z64 wiki:

 

000270(actor*) 80212290   Actor that camera follows001CCC(actor*) 80213CEC   What actor is being z-targeted

 

Currently I have been tinkering in the ram memory in Nemu, swapping the address pointer at the z-targeted actor to the actor that the camera follows.

 

A code hook could easily be implemented to control this when Z-targeting is activated and deactivated if the stub for it is found.

 

Controlling it otherwise might be doable by using a code stub of choice within an actor, and using its virtual ram address to allow the camera focus to shift to an actor of choice, but this should be done with a unique actor and not one that has multiple spawns.

 

This is a theory for now, but it could be done.

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Once I get a new computer I'll be controlling emulators with my Xbox 360 controller, do you know if there's a way to hack Zelda OoT to manually move the camera using the d-pad (or any other buttons), the same way Banjo-Kazooie and SM64 allow you to move the camera.

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I've always wondered if that code was still in the game somewhere since that's how it started. But I doubt it is. And as I always say, I don't know how to do it, but it is possible, and as always it's with ASM hacks. For someone good at it, it's as simple as making a button press rotate the camera by x-degrees (I guess since it's signed, it would be a bit more difficult, but still possible) but it would be a big hack. Lots of lines of code. Because Mario and B-K use Mario or Banjo as the camera's origin, making it easy to rotate around it, but Ocarina of Time has a separated camera with it's own origin, so it would have to be rotated, then translated by a very specific amount so that using the camera a bunch of times wouldn't just throw it out into Hyrule Field. Sorry, that was way too much randomness to be considered helpful. 

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